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Fantastical Parade (B2) Guide (2026) | Pokémon TCG Pocket

Fantastical Parade (B2) Guide (2026) | Pokémon TCG Pocket
Table of contents

Last updated: January 30, 2026
Who this is for: Pokémon TCG Pocket players who want a practical, up-to-date guide for the B2 set Fantastical Parade—what changed, what to chase, and how to adapt fast.

Fantastical Parade is a set where Stadium control and Mega point math can decide games in a single swing—so the focus here is practical, ladder-ready decisions you can apply immediately.

If you’re searching for a Fantastical Parade guide that’s usable on ladder (not just a news recap), this Fantastical Parade walkthrough focuses on how Fantastical Parade actually plays: when to commit your Stadium, when to hold your Stadium, and when a Fantastical Parade Mega is worth the 3-point risk.


TL;DR (fast take)

  • Fantastical Parade (B2) launches around January 29, 2026 (some coverage lists January 28 depending on time zone).
  • Fantastical Parade introduces Stadium cards in Pokémon TCG Pocket.
  • Mega Evolution ex cards include a “Rule: 3 points” clause, making point math and KO timing much more important.
  • Early ladder is likely defined by Stadium control, pivoting, and plans that either (a) protect your Mega or (b) reliably take a 3-point KO.

1) What is “Fantastical Parade” (B2)?

Fantastical Parade is the B2 expansion for Pokémon Trading Card Game Pocket. Public coverage highlights that the set introduces Stadium cards and includes Mega Evolution Pokémon such as Mega Gardevoir ex, along with other featured cards like Mega Swampert ex, Mega Mawile ex, and Teal Mask Ogerpon ex.

The set is commonly reported as 234 total cards (including secret cards).

Why it matters: B2 isn’t “more of the same.” Stadiums and 3-point Mega KOs change the entire risk model of Pocket’s short matches.

If you only learn one thing from Fantastical Parade, learn this: in Fantastical Parade you win more games by managing Stadium tempo and point math than by chasing “the strongest card.”


Fantastical Parade quick glossary (search-friendly)

If you landed here from search, use this Fantastical Parade mini-glossary to jump to the exact section you need. This Fantastical Parade glossary is kept short so it doesn’t interrupt the main guide.

  • Stadium cards (Fantastical Parade): Section 2A
  • Stadium war / “bumping” (Fantastical Parade): Section 2A
  • Peculiar Plaza (Fantastical Parade): Section 2A
  • Training Area (Fantastical Parade): Section 2A
  • Stadium timing (Fantastical Parade): Section 2A
  • Mega Evolution ex + 3-point rule (Fantastical Parade): Section 2B
  • Point math (Fantastical Parade): Section 2B
  • Mega pilot vs Mega hunter (Fantastical Parade): Section 2B
  • Mega Gardevoir ex / Mega Swampert ex / Mega Mawile ex / Teal Mask Ogerpon ex (Fantastical Parade): Section 3
  • Week-1 meta snapshot (Fantastical Parade): Section 4
  • Launch checklist (Fantastical Parade): Section 6
  • Drills + practice (Fantastical Parade): Section 7
  • Pack strategy + crafting (Fantastical Parade): Section 8
  • Events (Fantastical Parade): Section 9

Fantastical Parade quick decisions (copy/paste mental model)

These are short Fantastical Parade rules you can actually use mid-match without breaking your turn timer. Fantastical Parade rewards players who treat each turn as a resource decision, not just “play the card I drew.”

  • Stadium (Fantastical Parade): play for tempo, not value.
  • Stadium (Fantastical Parade): hold the counter until it matters.
  • Stadium (Fantastical Parade): avoid donating a free bump.
  • Mega (Fantastical Parade): assume it gets KO’d and plan the follow-up.
  • Mega (Fantastical Parade): don’t expose 3 points when the opponent is at 2.
  • Point math (Fantastical Parade): count points before damage.
  • Deckbuilding (Fantastical Parade): consistency beats cute tech.

2) Fantastical Parade: the two biggest gameplay changes (and how to adapt)

A. Stadium cards: one slot that can decide the whole match

In Fantastical Parade, Stadium cards arrive in Pocket. In Pocket, a Stadium is a persistent card in play that affects both players until replaced by another Stadium. Only one Stadium can exist at a time, so playing yours removes the current one.

Why Stadiums matter more in Pocket than in the physical TCG:

  • 20 cards means every slot is premium. Running 1–2 Stadiums is a real cost.
  • Stadium wars become a skill check. If your opponent’s Stadium invalidates your deck plan and you can’t replace it, you can lose without ever getting to “play your deck.”

Two Stadiums you should understand immediately:

  • Peculiar Plaza (B2): reduces the Retreat Cost of Psychic Pokémon by 2. This enables “free pivot” sequences that protect key attackers, reset turn tempo, and dodge traps.
  • Training Area (B2): gives Stage 1 and Stage 2 Pokémon +20 HP. That’s not flashy—but it changes KO math, forcing opponents to spend extra turns/resources.

Practical Stadium rules of thumb

  • If your deck benefits from a Stadium (engine Stadium), start with 2 copies during week 1.
  • If your deck just needs an answer to enemy Stadiums, start with 1 copy, then adjust based on what you actually face.
  • Running 0 Stadiums is a real choice—just understand you’re accepting some matchups where the opposing Stadium is effectively a soft lock.

The Fantastical Parade Stadium war (deckbuilding pattern)

  • “Bump” necessity: if the opponent’s Stadium shuts off your plan, you need a way to replace it. In Fantastical Parade, losing the Stadium slot can mean losing the whole game before your deck even starts.
  • The 20-card dilemma: Stadiums are powerful, but they cost real consistency in Pocket’s small decks.
  • Common Fantastical Parade solutions: either run 1+1 (1 “engine” Stadium + 1 “counter” Stadium) or run 2 copies of your main Stadium to increase your odds of winning the Fantastical Parade Stadium war.

Stadium timing (the part most players misplay in week 1)

  • Engine Stadiums: play them when you can immediately convert the effect into tempo (a free pivot, a KO that only happens with the new math, etc.). If you play them too early into an opponent who runs 1 Stadium, you may just be “donating” a free bump.
  • Counter Stadiums: in most matchups, you want to hold your counter until the opponent commits their Stadium, then replace it at the moment they’re most reliant on it (often the turn they need a retreat/pivot or a specific KO math).
  • Don’t auto-play Stadium on curve: in a 20-card deck, your Stadium is often closer to a “combo piece” than a “free value permanent.”

References: Peculiar Plaza; Training Area.

B. Mega Evolution ex: “3 points” makes every KO an endgame

In Fantastical Parade, Mega Evolution ex cards include a Rule: 3 points clause (your opponent takes 3 points if they Knock Out your Mega Evolution ex). Because Pocket games are short, that single KO can end the match.

This creates two distinct strategic identities:

  1. Mega pilot: you’re willing to risk a 3-point target because your Mega is powerful enough to win quickly or swing tempo so hard the opponent can’t take the KO.
  2. Mega hunter: you build to reliably take a 3-point KO (damage math + tempo disruption) and you don’t mind trading resources to do it.

How to pilot Mega decks (early meta advice)

  • Don’t expose your Mega to an obvious KO line unless it wins now or sets up an unavoidable win.
  • Treat Stadium control as protection: “free pivot” lines can prevent your Mega from being trapped Active.
  • Plan a “post-Mega” line: assume your Mega will get KO’d and still build a path to win with a follow-up attacker.

How to beat Mega decks

  • Count points every turn. If their Mega is worth the entire game, you can justify spending cards aggressively to take that one KO.
  • Stadium timing matters: bumping their Stadium at the right moment can strand a Mega or break their pivot engine.

Fantastical Parade defensive tools (why they matter more now)

Fantastical Parade Mega Evolution ex KOs can decide the entire match, so “survive one more hit” effects become high impact. In Fantastical Parade, damage reduction Tools and healing aren’t just comfort picks—they’re often what prevents an easy 3-point KO.

Point-math scenarios (use these to avoid throwing games)

  • If your opponent already has 2 points, leaving your Mega Evolution ex exposed usually means you’re one KO away from losing the entire match. Prioritize not giving them an easy 3-point KO.
  • If you have 0 points and your opponent has a Mega exposed, spending multiple cards to take that KO can be correct because it ends the game immediately.
  • When in doubt: ask “If my Mega gets KO’d next turn, do I still have a win line?” If the answer is “no,” your current line is probably wrong.

Reference: Mega Gardevoir ex (Rule: 3 points).


3) Fantastical Parade headline cards and what they enable

This Fantastical Parade section is intentionally not a full card list. It’s a “know why this card matters” section.

In Fantastical Parade, the best “chase card” is often the one that makes your deck run smoothly every game, not the flashiest rare.

Mega Gardevoir ex (Psychic): energy acceleration + point pressure

Why it’s a centerpiece:

  • It’s a Mega (3-point risk) with powerful payoff.
  • It accelerates energy, which is the single most consistent way to win tempo in Pocket.

How to build around it (practical guidance):

  • Pair it with Peculiar Plaza so you can pivot, protect your Mega, and sequence attackers efficiently.
  • Include a secondary attacker so you’re not forced into “all Mega, all game.”

Reference: Mega Gardevoir ex; Peculiar Plaza.

Mega Swampert ex (Water): energy disruption that punishes greed

Mega Swampert ex is notable for discarding energy in a broad way, which punishes:

  • decks that stack energy too tall on a single attacker, and
  • decks that need multiple turns of safe setup.

If you like control:

  • play for “tempo denial,” not just raw damage; your goal is to keep the opponent one attachment behind while you keep attacking.

Reference: Mega Swampert ex.

Mega Mawile ex (Metal): scaling damage that forces immediate answers

Mega Mawile ex is often discussed as an attacker that snowballs if it stays Active. It pressures opponents into bad trades: either spend resources now to remove it, or risk the damage growing out of reach.

How to make it real:

  • prioritize survivability tools and Stadium control (to avoid getting trapped or losing math).

Fantastical Parade damage math example (why damage reduction swings games)
If an attacker hits for ~90 and you reduce damage by ~50 for a turn (a common Metal-style pattern), that becomes ~40. Against ~170 HP, that turns a quick KO into a long grind. The exact numbers depend on the card, but the Fantastical Parade takeaway is consistent: damage reduction flips KO math, which flips point math.

Reference: Mega Mawile ex database entry.

Teal Mask Ogerpon ex (Grass): flexible pressure (“toolbox” role)

Teal Mask Ogerpon ex is a flexible card that can slot into multiple shells and pressure different matchup angles—especially useful in week 1 when the ladder is full of unfinished lists.

Reference: Teal Mask Ogerpon ex database entry.


4) Fantastical Parade meta snapshot (week-1 ladder)

This is early-meta guidance for Fantastical Parade (week 1). Fantastical Parade ladders change fast, but these patterns usually show up immediately in Fantastical Parade:

During Fantastical Parade week 1, you’ll also face a lot of half-built lists—so clean fundamentals (consistency + Stadium timing) convert into free wins.

  • Fantastical Parade Stadium decks try to win the Stadium war, then win the turn order with free pivots.
  • Fantastical Parade Mega decks try to create a “must-answer” 3-point threat, then punish any stumble with a game-ending KO.
  • Fantastical Parade anti-meta lists aim to strand a Mega Active or deny attachments so the opponent never gets to execute their Fantastical Parade Stadium plan.

Fantastical Parade mirrors often come down to a single turn: who wins the Stadium slot, who gets the safer pivot, and who denies the 3-point KO.

If you want a Fantastical Parade deck that wins more than it loses, pick one lane (Stadium engine, Mega midrange, or disruption) and build consistency first.


5) Deckbuilding for Pocket (20 cards): a practical framework

The fastest way to build a good B2 deck is to stop thinking in “60-card ratios” and start thinking in turn goals.

In Fantastical Parade, this matters even more because Stadium timing and Mega point math can swing games faster than “raw power” can.

Fantastical Parade rewards decks that execute their plan on curve and don’t waste slots on cards that only matter “sometimes.”

Fantastical Parade deckbuilding is basically “consistent setup + a Stadium plan + a point-math win line.”

A reliable 20-card skeleton

Start here, then tune:

  • Pokémon (8–10): one main line/attacker + 1 secondary attacker/pivot
  • Stadiums (1–2): engine Stadium or counter Stadium
  • Consistency (4–6): search + draw that finds evolutions on curve
  • Tempo tools (2–4): switch/retreat help, healing, damage reduction, or a damage modifier
  • Flex (0–2): one meta tech (only after you prove you need it)

The “two-metric” tuning method (how experienced players refine fast)

After 10 ladder games, write down:

  1. Did I evolve on time? (If no: add consistency, cut tech.)
  2. Did a Stadium beat me? (If yes: add/bump Stadium count.)

This prevents the most common week-1 mistake: over-teching before your deck actually functions.


6) Fantastical Parade launch week (action checklist)

Use this Fantastical Parade launch-week checklist to stabilize your list before you spend scarce resources on narrow tech cards.

Fantastical Parade week 1 is volatile: expect constant Stadium wars and fast point swings until the ladder settles.

First hour

  1. Open a small number of packs to identify the line you’re closest to finishing (don’t dump all resources instantly).
  2. Choose one direction:
  3. Build a lean, consistent list and play 10 matches.

First day

  • If you’re losing because you “never see your evolutions,” cut tech cards before cutting core Pokémon.
  • If you’re losing because of Stadium lockouts, add a Stadium even if it feels “low power.”

First week (how to stop bleeding resources)

  • Don’t craft tech cards to solve one bad matchup until you’ve faced it at least 5 times.
  • Spend resources on cards that improve:
    • consistency (finding evolutions), or
    • your Stadium plan (enabling your engine or answering theirs).

7) Hands-on drills (build real “lived experience” fast)

If you want first-hand confidence (not just theory) in Fantastical Parade, run these short drills. They’re designed for Pocket’s short matches and B2’s Stadium/Mega point swings.

These Fantastical Parade drills are also the fastest way to stop autopiloting and start seeing the “one-turn swing” moments.

If you only have time for one practice routine, do 10 games of Fantastical Parade Stadium timing and write down every turn you “auto-played” a Stadium.

Drill A: Stadium timing (10 games)

Goal: stop auto-playing Stadiums and start using them as a tempo tool.

  • Games 1–5: play your Stadium as late as possible while still enabling your plan. Track how often you get “stuck” because you waited too long.
  • Games 6–10: play your Stadium only when it creates immediate value (a pivot, a KO math change, or denying the opponent’s Stadium plan). Track how often you “donate a bump” to the opponent.

Success metric: you should be able to explain, in one sentence, why you played the Stadium that turn.

Drill B: Mega point math (10 games)

Goal: stop losing to the 3-point KO rule.

  • Before every attack, ask: “If my Mega is KO’d next turn, do I lose immediately?”
  • If “yes,” change your line (pivot, hold energy, or attack with a different Pokémon) unless your current attack wins the game right now.

Success metric: you should almost never lose a game where you “didn’t realize” the opponent had a 3-point KO available.


8) Fantastical Parade packs, crafting, and resource spending (F2P-friendly)

Fantastical Parade is a large set (commonly reported as 234 total cards), which makes “pull exactly what I want” unreliable if you spend everything immediately.

In Fantastical Parade, completing one coherent, consistent deck usually outperforms chasing scattered highlights across multiple unfinished lists.

Fantastical Parade also has a “middle-evolution bottleneck” problem for many players: you don’t lose because your finisher is weak—you lose because you never assemble the line.

A safe spending sequence

  1. Decide your first Fantastical Parade deck direction (Psychic Stadium, evolution midrange, Water disruption, etc.).
  2. Open packs until you can build a functional version (not perfect—just playable).
  3. Only then use pack points/crafting to finish the pieces that make the deck consistent (usually “missing evolutions” and your Stadium plan).

Week-1 trap to avoid

  • Don’t spend pack points on “cool tech” before your deck evolves on time. A weaker list that evolves every game will beat a stronger list that bricks.

Fantastical Parade F2P optimization (high value tips)

  • Pack Points: save them for “bottleneck” cards that gate your whole line (often middle evolutions) or the exact Mega/engine piece you need to make your Fantastical Parade deck function.
  • Hourglasses: if you care about climbing early, consider saving a chunk for the first 48 hours of Fantastical Parade—when the meta is unsettled and “good fundamentals + a coherent plan” can farm wins.

References: PokéBeach (set size); Limitless set page (set context).


9) Fantastical Parade events and free rewards (dates to watch)

Fantastical Parade event schedules can vary by region and may change. Treat these as “check your in-game News” reminders.

For Fantastical Parade events, a simple, consistent farm list is usually better than a complex ladder deck.

Reported alongside the Fantastical Parade announcement:

  • Elite Deck Gift Missions: begins around January 29, 2026 and runs into late April 2026 (reported reward includes an Elite Deck featuring Mega Blaziken ex plus accessories).
  • Mega Medicham ex Drop Event: February 11–21, 2026 (reported).
  • Wonder Pick event: February 14–24, 2026 (reported).

Reference: PokeJungle roundup.

Fantastical Parade event grinding (practical tip)

If Fantastical Parade includes a “Drop Event” style solo grind, build for type advantage + simplicity: high HP, straightforward attacks, and fewer “split energy” decisions so Auto-Battle can’t mis-sequence your win condition.


10) Fantastical Parade FAQ

Do I “need” Stadiums in Fantastical Parade?
If your deck is strongly affected by a common Stadium, yes—at least 1. In a 20-card format, a single Stadium can be the difference between “I played the game” and “I never got a turn that mattered.”

Are Mega Evolution ex decks worth it in Fantastical Parade if they give up 3 points?
Yes, if your deck wins by tempo and point math—not by hoping your Mega survives multiple turns. Build a plan that still wins even when the Mega gets KO’d.

What’s the safest early craft priority?
Cards that improve consistency and your Stadium plan generally stay relevant longer than narrow matchup tech during a shifting early meta.

What should I spend Pack Points on in Fantastical Parade?
In Fantastical Parade, use Pack Points to fix the pieces that stop your deck from functioning (often missing evolutions or the exact engine card you need), not on “nice-to-have” tech.

How do I win Stadium wars in Fantastical Parade?
In Fantastical Parade, treat your Stadium slot like a resource: hold a counter Stadium until it denies a pivot/KO math turn, or run enough Stadium copies that you aren’t forced to accept an opponent’s Stadium for the entire game.


References (reputable sources + card databases)

Release / expansion coverage:

  1. Gematsu — “Pokémon Trading Card Game Pocket expansion ‘Fantastical Parade’ announced” (includes a quote attributed to The Pokémon Company; mentions Stadium cards + new features).
    https://www.gematsu.com/2026/01/pokemon-trading-card-game-pocket-expansion-fantastical-parade-announced
  2. Nintendo Life — “New Pokémon TCG Pocket Expansion Brings Mega Evolution And Stadium Cards” (launch timing + featured cards).
    https://www.nintendolife.com/news/2026/01/new-pokemon-tcg-pocket-expansion-brings-mega-evolution-and-stadium-cards
  3. PokeJungle — “Pokémon TCG Pocket’s first expansion for 2026 ‘Fantastical Parade’ announced!” (event schedule roundup).
    https://pokejungle.net/2026/01/22/pokemon-tcg-pockets-first-expansion-for-2026-fantastical-parade-announced/
  4. PokéBeach — “Fantastical Parade Pokémon TCG Pocket Expansion Releasing Jan. 29th; Featured Pokémon and Events Revealed” (set size + overview).
    https://www.pokebeach.com/2026/01/fantastical-parade-pokemon-tcg-pocket-expansion-releasing-jan-29th-featured-pokemon-and-events-revealed

Card text / databases (verify exact effects here):

  1. Limitless TCG Pocket — Fantastical Parade (B2) set page (set size + navigation).
    https://pocket.limitlesstcg.com/cards/B2
  2. Limitless TCG Pocket — Mega Gardevoir ex (Rule: 3 points; effect text).
    https://pocket.limitlesstcg.com/cards/B2/32
  3. Limitless TCG Pocket — Mega Swampert ex (effect text).
    https://pocket.limitlesstcg.com/cards/B2/36
  4. Limitless TCG Pocket — Peculiar Plaza (Stadium effect text).
    https://pocket.limitlesstcg.com/cards/B2/153
  5. Limitless TCG Pocket — Training Area (Stadium effect text).
    https://pocket.limitlesstcg.com/cards/B2/154

Additional database entries used for specific card details:

  1. Pokémon Zone — Mega Mawile ex.
    https://pokemon-zone.com/cards/pokemon-tcg-pocket-fantastical-parade/mega-mawile-ex/
  2. Pokémon Zone — Teal Mask Ogerpon ex.
    https://pokemon-zone.com/cards/pokemon-tcg-pocket-fantastical-parade/teal-mask-ogerpon-ex/

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Published on: 2026-01-30
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